Topic: Fairy's bullethell adventures - 5 games (updated 04/08/2013)  (Read 8953 times)

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Re: suslik's stuff
« Reply #1 on: August 10, 2011, 08:49:16 pm »
bump with another mini-game :V enjoy

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Re: suslik's stuff
« Reply #2 on: August 10, 2011, 09:59:28 pm »
Nice stuff, my favorite was the Pseudo-Danmaku Paranoia one.
My only complaint was having to use the mouse, but I got used to it.
Naked expression; purple raspberry flavour

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Re: suslik's stuff (last update 10/08/2011)
« Reply #3 on: August 11, 2011, 10:51:26 am »
I say the same as Edible Ghost, keyboard controls would be better.

I really liked the dragon danmaku. It looked cool and was fun to play against.
Re: suslik's stuff (last update 10/08/2011)
« Reply #4 on: August 11, 2011, 12:31:51 pm »
I really liked the dragon danmaku. It looked cool and was fun to play against.
it is a phoenix ._.
Re: suslik's stuff (last update 10/08/2011)
« Reply #5 on: August 19, 2011, 12:18:35 am »
Bugfixes and important balance and fairness updates for the second game.
List of changes:
1)added several visual cues about important game mechanics
2)changed some visual aspects to make the game experience more soothing
3)modified scoring(ending bonus, pattern bonus reduction function) to make it more fair and balanced
4)modified the unfolding of some patterns to make them fair
5)fixed pattern timeout issue
6)maximum lazer efficiency in certain radius around the orb instead at an almost unreachable point inside it
7)some minor tweaks and changes here and there
8)removed "end pattern" hotkey


These changes will also be applied to the first game in the near future without notice because the first game is very silly at its current form  :derp:
Re: suslik's stuff (last update 10/08/2011)
« Reply #6 on: October 03, 2011, 08:59:29 pm »
These changes will also be applied to the first game in the near future without notice because the first game is very silly in its current form  :derp:

The first game is updated at last. Very general overview of changes:
1)gameplay adjustments
2)pattern adjustments
3)new patterns
4)scoring system
5)easy difficulty
Screenshots:
Re: suslik's stuff (updated 18/04/2012)
« Reply #7 on: April 18, 2012, 12:26:01 pm »
Third game added, enjoy :3
« Last Edit: April 21, 2012, 10:11:48 am by touhoumaniac »

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Re: suslik's stuff (updated 18/04/2012)
« Reply #8 on: November 09, 2012, 12:37:26 am »
I'm surprised that you got NetLogo to actually do legit danmaku with effects. (All of my NetLogo danmaku is pretty bland without effects or stuff)

Besides that, is there a way to shoot or is it just dodging? Also, is the sudden movement after dying a bug?

@Mods: I know that I'm reviving a dead thread. Forgive me for being a NetLogo freak.
Re: suslik's stuff (updated 18/04/2012)
« Reply #9 on: November 09, 2012, 08:06:00 pm »
Share your netlogo danmaku please  :3

Shooting is automatic. Pressing left mouse button cancels shooting. Colliding with a bullet stuns which can be countered by reversing the left mouse button up/down state.
« Last Edit: November 09, 2012, 08:08:09 pm by touhoumaniac »

Sparen

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Re: suslik's stuff (updated 18/04/2012)
« Reply #10 on: November 10, 2012, 05:15:06 pm »
The issue is that I haven't packaged it yet. XD. I don't have a site to host applets either.

My main concern is my OCs; I really don't want them to be floating around the internet. Still, I wouldn't mind partitioning my Phantasm stage off and putting it up (Issue is that it's too long, and the stage isn't done properly.).

I do have a half-broken half-legit Cirno Day script though.  Not that great. (It was an earlier project that I rushed in 20 minutes)

http://www.mediafire.com/?849rakx8924ckvr
Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #11 on: January 06, 2013, 08:27:59 pm »
4th game has been added  :)

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Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #12 on: January 06, 2013, 08:43:28 pm »
Pretty Interesting, although Easy Mode is a bit hard. Looks really nice though.
Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #13 on: January 07, 2013, 11:58:07 am »
Thanks for the feedback. Is easy mode in general too difficult or maybe certain patterns in that difficulty level?

Sparen

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Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #14 on: January 07, 2013, 08:55:38 pm »
Certain patterns are harder. Some of the gimmicks are also really hard for a blind run (as with all of the games), but it looks nice, so I don't mind. On a separate note, how did you get transparency to work in NetLogo?
Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #15 on: January 08, 2013, 11:25:02 am »
There will be an update with various changes to the game. Details will be posted when update is done.

Colors in netlogo:
http://ccl.northwestern.edu/netlogo/docs/programming.html#colors

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Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #16 on: January 08, 2013, 10:44:32 pm »
OK. I get it. But is there a way to be able to use alpha values or colors besides the base colors in the shapes section or is that limited to the base colors?
Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #17 on: January 09, 2013, 08:50:25 am »
Built in shape editor only allows base-colors, black, white and one changing color to be used.

Alpha values will be applied to each agent shape element(circle, square, polygon etc.) only if its color is RGBA.

Shape data, including colors associated with each shape element, can be edited by opening .nlogo file with any text editor. The colors are represented as signed 24bit integers.
Conversion code i made a long time ago:
Code: [Select]
to-report signed-integer-to-rgb [input]
  set input 16777216 + input
  report (list (int(input / 65536)) (int(input / 256) mod 256) (input mod 256))
end
to-report rgb-to-signed-integer [rgb-list]
  report item 0 rgb-list * 65536 + item 1 rgb-list * 256 + item 2 rgb-list - 16777216
end
Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #18 on: January 15, 2013, 07:25:58 pm »
Clover dawn changes:
  • automatic flower slap
  • game fading continues for full duration even if life is gained
  • unclearable bullets will be made into sparks if pattern ends
  • bullet grazing and spark collecting now possible while stunned
  • bullet pattern visuals, dynamics and performance tweaked
  • 2x resolution added


I'm wondering if anyone has been able to beat hard or lunatic mode?
Re: Fairy's bullethell adventures (updated 06/01/2013)
« Reply #19 on: January 21, 2013, 06:50:18 pm »
Flowering spring meadow changes:
  • corrected amount of bullets turned into sparks


Clover dawn changes:
  • code restructuring
  • fixed replay desynchronization
  • motivation and pattern% indicator visualization fix
  • pattern% calculation change if game over
  • flower slap conditions fixed
  • fixed stun indicator coloring
  • added blossom losing indicator
  • tweaked one patter duration
  • removed 2x resolution


orb vs fairy - night mode clear replay:
http://pastebin.com/jW7i3gfS
Re: Fairy's bullethell adventures (updated 21/01/2013)
« Reply #20 on: August 04, 2013, 10:32:39 am »
5th game announcement: Magical encounter

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Re: Fairy's bullethell adventures - 5 games (updated 04/08/2013)
« Reply #21 on: August 04, 2013, 02:22:39 pm »
That menu is awesome. But then I got cheapshotted when the enemy came from the bottom of the screen.
Re: Fairy's bullethell adventures - 5 games (updated 04/08/2013)
« Reply #22 on: August 04, 2013, 04:50:00 pm »
How could i not notice that such behaviour might not be appropriate for all difficulty levels?

Changed it for easy and normal mode. Kept hard and lunatic the same.

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Re: Fairy's bullethell adventures - 5 games (updated 04/08/2013)
« Reply #23 on: August 04, 2013, 08:55:40 pm »
Magical Encounter -Easy-

Attack 1: Interesting. Especially the shaking bubbles.
Attack 2: Very nice concept with the enemy jumping across the screen to fire!
Attack 3: I like this one. Can wall, but the attack is pretty good.
Attack 4: Abuse of random. Not exciting, not appealing.
Attack 5: Interesting idea. Too bad I have no clue what happened. Seems like lightning Danmaku.

Unfortunately, this is as far as I could play while writing the comments. Too bad NetLogo doesn't allow you to pause.
Re: Fairy's bullethell adventures - 5 games (updated 04/08/2013)
« Reply #24 on: August 05, 2013, 02:27:22 pm »
Pausing with a keyboard button would be impossible. I have considered other options for pausing, but decided to go with no pausing.
Thanks for the feedback so far.

Magical encounter changes:
  • fixed motivation and pattern% indicators staying on screen in case fading game during patterns that end when getting hit once
  • #4 Made easy mode appealing and less difficult, normal mode less difficult, hard harder, lunatic more difficult
  • #5 Clouds now gradually move in instead of coming like a wall
  • #8 Lowered first bright bullet wave speed for two lowest difficulties
Re: Fairy's bullethell adventures - 5 games (updated 04/08/2013)
« Reply #25 on: August 19, 2013, 10:30:29 am »
Magical encounter changes:
  • #3 first wave has fixed heading
  • #5 behaviour of lightning swapped for two highest difficulties
  • #7 highest difficulty - no bubble regeneration and pattern lasts 1.5x longer
  • #12 hard mode slow bullet ring bullet count reduction by 1/6


The highest difficulty seemed a bit too easy and almost equal to hard difficulty. I was able to clear it without much effort unlike Clover Dawn and Flowering spring meadow which have remained unbeaten to this day. Hard mode however was and probably still is the most difficult hard mode compared to the other games.
 

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